EDGEfab docs
EDGEfab is the EDGE fabricator for Cyberpunk 2077, a VS Code extension with an MCP server. It is not a mesh editor: its goal is the game asset, whole. Props, clothing, characters and NPCs, with everything that goes with them: materials, rigs, animations, voice, records. Right-click an asset, Open in EDGEfab, and change any part of it by prompts, while EDGEfab orchestrates the other EDGE tools, Blender, Unreal Engine and AI services: “make the jacket green and the sleeves red”, “make an old worn trenchcoat”, “animate the pinwheel”, “give this NPC a deeper voice”.
| Document | What it covers |
|---|---|
| Build plan | The owner’s vision (2026-10-25 and 26), what it changes in the design, Blender and Unreal assets alike, animation as a key focus, the decisions for F0, the phases F0 to F9, what other repos are asked for. Proposed |
| Design | The mission, what EDGEfab owns and what the other EDGE tools do, what a game asset is made of, clothing fitted to the body, Blender and Blender MCP, its shape, the MCP server, open questions. Draft 0.1, a brief, extended 2026-10-19 |
| Library assets | Assets in the EDGE Library, shared across tools and projects: found in REDcode, made and changed in EDGEfab, pulled into any project. In F1 (decided 2026-10-31); the asset item is a proposal |
| Props, the parallel proposal | A first version of props written with the owner in a parallel session (2026-10-27 to 30): takes, parts and a material planner, changes in Blender, edits merged back. Kept for reference; the build plan places each part (reviewed 2026-11-04) |
| UE5 assets | Research: Unreal Engine 5 props and characters, with materials, rigs and animations, into the game; driving Unreal headless and through its MCP server; feasibility, effort, tradeoffs |
| Tests | Every test with its steps and results. None yet |
| Changelog | Changes a modder would notice. Nothing yet |
| Dev setup | What a PC needs to work on EDGEfab |
| EDGEmat docs | Materials and looks, which EDGEfab builds on |
| REDcode docs | The editor extensions and the bridge EDGEfab builds on |
Roadmap status
As of 2026-11-01. The first build (F1) is agreed and started; the other phases are proposals until F0 (build plan). The proposed order: F0, F1, F3, F2, F7a, F4, F5, F7b, FA, F6, F8, F9.
| Phase | Status |
|---|---|
| F0 Decisions | Tripo and the GLB import over a game prop checked; open: which collision is solid in the game |
| F1 Props: a textured GLB, imported or from Tripo, added to the project and placed with EDGEbuilder | Started 2026-11-01: the extension and MCP server, Tripo, the prepare step (smoke tested). Next: Add to Project, after the in-game collision check |
F3 Blender sources (FBX, .blend) |
Not started |
| F2 Workspace and prompts | Not started |
| F4 Clothing | Not started |
| F5 Characters, whole | Not started |
| FA The agent (moved out of F2, 2026-11-04) | Not started |
| F6 Characters, edited | Not started |
| F7a Animated props (a key focus) | Not started |
| F7b Character animation (a key focus) | Not started |
| F8 Unreal assets | Not started |
| F9 Ship | Not started |
Source code and issues: github.com/Edgemodders/EDGEfab